d3d8: Do some more verification on handles.

This commit is contained in:
Henri Verbeet 2009-06-16 09:38:25 +02:00 committed by Alexandre Julliard
parent f1cb32798a
commit dc3958c079
2 changed files with 89 additions and 32 deletions

View File

@ -166,10 +166,24 @@ extern const IWineD3DDeviceParentVtbl d3d8_wined3d_device_parent_vtbl;
#define D3D8_INITIAL_HANDLE_TABLE_SIZE 64 #define D3D8_INITIAL_HANDLE_TABLE_SIZE 64
#define D3D8_INVALID_HANDLE ~0U #define D3D8_INVALID_HANDLE ~0U
enum d3d8_handle_type
{
D3D8_HANDLE_FREE,
D3D8_HANDLE_VS,
D3D8_HANDLE_PS,
D3D8_HANDLE_SB,
};
struct d3d8_handle_entry
{
void *object;
enum d3d8_handle_type type;
};
struct d3d8_handle_table struct d3d8_handle_table
{ {
void **entries; struct d3d8_handle_entry *entries;
void **free_entries; struct d3d8_handle_entry *free_entries;
UINT table_size; UINT table_size;
UINT entry_count; UINT entry_count;
}; };

View File

@ -163,14 +163,23 @@ static UINT vertex_count_from_primitive_count(D3DPRIMITIVETYPE primitive_type, U
} }
/* Handle table functions */ /* Handle table functions */
static DWORD d3d8_allocate_handle(struct d3d8_handle_table *t, void *object) static DWORD d3d8_allocate_handle(struct d3d8_handle_table *t, void *object, enum d3d8_handle_type type)
{ {
struct d3d8_handle_entry *entry;
if (t->free_entries) if (t->free_entries)
{ {
/* Use a free handle */ /* Use a free handle */
void **entry = t->free_entries; entry = t->free_entries;
t->free_entries = *entry; if (entry->type != D3D8_HANDLE_FREE)
*entry = object; {
ERR("Handle %u(%p) is in the free list, but has type %#x.\n", (entry - t->entries), entry, entry->type);
return D3D8_INVALID_HANDLE;
}
t->free_entries = entry->object;
entry->object = object;
entry->type = type;
return entry - t->entries; return entry - t->entries;
} }
@ -178,34 +187,68 @@ static DWORD d3d8_allocate_handle(struct d3d8_handle_table *t, void *object)
{ {
/* Grow the table */ /* Grow the table */
UINT new_size = t->table_size + (t->table_size >> 1); UINT new_size = t->table_size + (t->table_size >> 1);
void **new_entries = HeapReAlloc(GetProcessHeap(), 0, t->entries, new_size * sizeof(void *)); struct d3d8_handle_entry *new_entries = HeapReAlloc(GetProcessHeap(),
if (!new_entries) return D3D8_INVALID_HANDLE; 0, t->entries, new_size * sizeof(*t->entries));
if (!new_entries)
{
ERR("Failed to grow the handle table.\n");
return D3D8_INVALID_HANDLE;
}
t->entries = new_entries; t->entries = new_entries;
t->table_size = new_size; t->table_size = new_size;
} }
t->entries[t->entry_count] = object; entry = &t->entries[t->entry_count];
entry->object = object;
entry->type = type;
return t->entry_count++; return t->entry_count++;
} }
static void *d3d8_free_handle(struct d3d8_handle_table *t, DWORD handle) static void *d3d8_free_handle(struct d3d8_handle_table *t, DWORD handle, enum d3d8_handle_type type)
{ {
void **entry, *object; struct d3d8_handle_entry *entry;
void *object;
if (handle >= t->entry_count) return NULL; if (handle == D3D8_INVALID_HANDLE || handle >= t->entry_count)
{
WARN("Invalid handle %u passed.\n", handle);
return NULL;
}
entry = &t->entries[handle]; entry = &t->entries[handle];
object = *entry; if (entry->type != type)
*entry = t->free_entries; {
WARN("Handle %u(%p) is not of type %#x.\n", handle, entry, type);
return NULL;
}
object = entry->object;
entry->object = t->free_entries;
entry->type = D3D8_HANDLE_FREE;
t->free_entries = entry; t->free_entries = entry;
return object; return object;
} }
static void *d3d8_get_object(struct d3d8_handle_table *t, DWORD handle) static void *d3d8_get_object(struct d3d8_handle_table *t, DWORD handle, enum d3d8_handle_type type)
{ {
if (handle >= t->entry_count) return NULL; struct d3d8_handle_entry *entry;
return t->entries[handle];
if (handle == D3D8_INVALID_HANDLE || handle >= t->entry_count)
{
WARN("Invalid handle %u passed.\n", handle);
return NULL;
}
entry = &t->entries[handle];
if (entry->type != type)
{
WARN("Handle %u(%p) is not of type %#x.\n", handle, entry, type);
return NULL;
}
return entry->object;
} }
/* IDirect3D IUnknown parts follow: */ /* IDirect3D IUnknown parts follow: */
@ -1286,7 +1329,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_EndStateBlock(LPDIRECT3DDEVICE8 iface
object->wineD3DStateBlock = wineD3DStateBlock; object->wineD3DStateBlock = wineD3DStateBlock;
*pToken = d3d8_allocate_handle(&This->handle_table, object); *pToken = d3d8_allocate_handle(&This->handle_table, object, D3D8_HANDLE_SB);
LeaveCriticalSection(&d3d8_cs); LeaveCriticalSection(&d3d8_cs);
if (*pToken == D3D8_INVALID_HANDLE) if (*pToken == D3D8_INVALID_HANDLE)
@ -1310,7 +1353,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_ApplyStateBlock(LPDIRECT3DDEVICE8 ifa
TRACE("(%p) %#x Relay\n", This, Token); TRACE("(%p) %#x Relay\n", This, Token);
EnterCriticalSection(&d3d8_cs); EnterCriticalSection(&d3d8_cs);
pSB = d3d8_get_object(&This->handle_table, Token - 1); pSB = d3d8_get_object(&This->handle_table, Token - 1, D3D8_HANDLE_SB);
if (!pSB) if (!pSB)
{ {
WARN("Invalid handle (%#x) passed.\n", Token); WARN("Invalid handle (%#x) passed.\n", Token);
@ -1330,7 +1373,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CaptureStateBlock(LPDIRECT3DDEVICE8 i
TRACE("(%p) %#x Relay\n", This, Token); TRACE("(%p) %#x Relay\n", This, Token);
EnterCriticalSection(&d3d8_cs); EnterCriticalSection(&d3d8_cs);
pSB = d3d8_get_object(&This->handle_table, Token - 1); pSB = d3d8_get_object(&This->handle_table, Token - 1, D3D8_HANDLE_SB);
if (!pSB) if (!pSB)
{ {
WARN("Invalid handle (%#x) passed.\n", Token); WARN("Invalid handle (%#x) passed.\n", Token);
@ -1349,7 +1392,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_DeleteStateBlock(LPDIRECT3DDEVICE8 if
TRACE("(%p) Relay\n", This); TRACE("(%p) Relay\n", This);
EnterCriticalSection(&d3d8_cs); EnterCriticalSection(&d3d8_cs);
pSB = d3d8_free_handle(&This->handle_table, Token - 1); pSB = d3d8_free_handle(&This->handle_table, Token - 1, D3D8_HANDLE_SB);
LeaveCriticalSection(&d3d8_cs); LeaveCriticalSection(&d3d8_cs);
if (!pSB) if (!pSB)
@ -1404,7 +1447,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreateStateBlock(IDirect3DDevice8 *if
return hr; return hr;
} }
*handle = d3d8_allocate_handle(&This->handle_table, object); *handle = d3d8_allocate_handle(&This->handle_table, object, D3D8_HANDLE_SB);
LeaveCriticalSection(&d3d8_cs); LeaveCriticalSection(&d3d8_cs);
if (*handle == D3D8_INVALID_HANDLE) if (*handle == D3D8_INVALID_HANDLE)
@ -1771,7 +1814,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexShader(LPDIRECT3DDEVICE8
} }
EnterCriticalSection(&d3d8_cs); EnterCriticalSection(&d3d8_cs);
handle = d3d8_allocate_handle(&This->handle_table, object); handle = d3d8_allocate_handle(&This->handle_table, object, D3D8_HANDLE_VS);
if (handle == D3D8_INVALID_HANDLE) if (handle == D3D8_INVALID_HANDLE)
{ {
ERR("Failed to allocate shader handle\n"); ERR("Failed to allocate shader handle\n");
@ -1797,7 +1840,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexShader(LPDIRECT3DDEVICE8
{ {
/* free up object */ /* free up object */
FIXME("Call to IWineD3DDevice_CreateVertexShader failed\n"); FIXME("Call to IWineD3DDevice_CreateVertexShader failed\n");
d3d8_free_handle(&This->handle_table, handle); d3d8_free_handle(&This->handle_table, handle, D3D8_HANDLE_VS);
IDirect3DVertexDeclaration8_Release(object->vertex_declaration); IDirect3DVertexDeclaration8_Release(object->vertex_declaration);
HeapFree(GetProcessHeap(), 0, object); HeapFree(GetProcessHeap(), 0, object);
*ppShader = 0; *ppShader = 0;
@ -1904,7 +1947,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_SetVertexShader(LPDIRECT3DDEVICE8 ifa
TRACE("Setting shader\n"); TRACE("Setting shader\n");
EnterCriticalSection(&d3d8_cs); EnterCriticalSection(&d3d8_cs);
shader = d3d8_get_object(&This->handle_table, pShader - (VS_HIGHESTFIXEDFXF + 1)); shader = d3d8_get_object(&This->handle_table, pShader - (VS_HIGHESTFIXEDFXF + 1), D3D8_HANDLE_VS);
if (!shader) if (!shader)
{ {
WARN("Invalid handle (%#x) passed.\n", pShader); WARN("Invalid handle (%#x) passed.\n", pShader);
@ -1970,7 +2013,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_DeleteVertexShader(LPDIRECT3DDEVICE
EnterCriticalSection(&d3d8_cs); EnterCriticalSection(&d3d8_cs);
shader = d3d8_free_handle(&This->handle_table, pShader - (VS_HIGHESTFIXEDFXF + 1)); shader = d3d8_free_handle(&This->handle_table, pShader - (VS_HIGHESTFIXEDFXF + 1), D3D8_HANDLE_VS);
if (!shader) if (!shader)
{ {
WARN("Invalid handle (%#x) passed.\n", pShader); WARN("Invalid handle (%#x) passed.\n", pShader);
@ -2039,7 +2082,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderDeclaration(LPDIRECT3D
EnterCriticalSection(&d3d8_cs); EnterCriticalSection(&d3d8_cs);
shader = d3d8_get_object(&This->handle_table, pVertexShader - (VS_HIGHESTFIXEDFXF + 1)); shader = d3d8_get_object(&This->handle_table, pVertexShader - (VS_HIGHESTFIXEDFXF + 1), D3D8_HANDLE_VS);
LeaveCriticalSection(&d3d8_cs); LeaveCriticalSection(&d3d8_cs);
if (!shader) if (!shader)
{ {
@ -2075,7 +2118,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetVertexShaderFunction(LPDIRECT3DDEV
EnterCriticalSection(&d3d8_cs); EnterCriticalSection(&d3d8_cs);
shader = d3d8_get_object(&This->handle_table, pVertexShader - (VS_HIGHESTFIXEDFXF + 1)); shader = d3d8_get_object(&This->handle_table, pVertexShader - (VS_HIGHESTFIXEDFXF + 1), D3D8_HANDLE_VS);
if (!shader) if (!shader)
{ {
WARN("Invalid handle (%#x) passed.\n", pVertexShader); WARN("Invalid handle (%#x) passed.\n", pVertexShader);
@ -2178,7 +2221,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreatePixelShader(LPDIRECT3DDEVICE8 i
return hr; return hr;
} }
handle = d3d8_allocate_handle(&This->handle_table, object); handle = d3d8_allocate_handle(&This->handle_table, object, D3D8_HANDLE_PS);
LeaveCriticalSection(&d3d8_cs); LeaveCriticalSection(&d3d8_cs);
if (handle == D3D8_INVALID_HANDLE) if (handle == D3D8_INVALID_HANDLE)
{ {
@ -2209,7 +2252,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_SetPixelShader(LPDIRECT3DDEVICE8 ifac
return hr; return hr;
} }
shader = d3d8_get_object(&This->handle_table, pShader - (VS_HIGHESTFIXEDFXF + 1)); shader = d3d8_get_object(&This->handle_table, pShader - (VS_HIGHESTFIXEDFXF + 1), D3D8_HANDLE_PS);
if (!shader) if (!shader)
{ {
WARN("Invalid handle (%#x) passed.\n", pShader); WARN("Invalid handle (%#x) passed.\n", pShader);
@ -2260,7 +2303,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_DeletePixelShader(LPDIRECT3DDEVICE8 i
EnterCriticalSection(&d3d8_cs); EnterCriticalSection(&d3d8_cs);
shader = d3d8_free_handle(&This->handle_table, pShader - (VS_HIGHESTFIXEDFXF + 1)); shader = d3d8_free_handle(&This->handle_table, pShader - (VS_HIGHESTFIXEDFXF + 1), D3D8_HANDLE_PS);
if (!shader) if (!shader)
{ {
WARN("Invalid handle (%#x) passed.\n", pShader); WARN("Invalid handle (%#x) passed.\n", pShader);
@ -2316,7 +2359,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetPixelShaderFunction(LPDIRECT3DDEVI
TRACE("(%p) : pPixelShader %#x, pData %p, pSizeOfData %p\n", This, pPixelShader, pData, pSizeOfData); TRACE("(%p) : pPixelShader %#x, pData %p, pSizeOfData %p\n", This, pPixelShader, pData, pSizeOfData);
EnterCriticalSection(&d3d8_cs); EnterCriticalSection(&d3d8_cs);
shader = d3d8_get_object(&This->handle_table, pPixelShader - (VS_HIGHESTFIXEDFXF + 1)); shader = d3d8_get_object(&This->handle_table, pPixelShader - (VS_HIGHESTFIXEDFXF + 1), D3D8_HANDLE_PS);
if (!shader) if (!shader)
{ {
WARN("Invalid handle (%#x) passed.\n", pPixelShader); WARN("Invalid handle (%#x) passed.\n", pPixelShader);